Concepts & scene

A deliberately short orientation. When you need depth, use vanilla files side-by-side with the wiki.

Four pillars

  • 1

    Effects & triggers

    Scopes and conditions drive almost everything. Vanilla scripts are the textbook.

  • 2

    Events & on_actions

    Hooks fire events; chains and scripted loc keep campaigns reactive.

  • 3

    Localisation

    YAML keys → player-facing text. Prefix names (e.g. MYMOD_…) to avoid clashes.

  • 4

    GFX & UI

    Icons and .gui follow vanilla patterns first; small visual wins add up.

Toolkit today

VS Code + CWTools for validation and autocomplete; Git for history; error.log when something breaks; load-order helpers when stacks get ugly.

Scene

Hard parts

Big patches break saves and mods; engines and launchers have rough edges—communities adapt anyway.

Why people stay

Players ship fixes fast; total conversions rival DLC scope; skills you learn here transfer to real projects.

Official links

Ready to build? Start your first mod.